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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||||
Hellas
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so it is better to have a moving ship and take ranges periodically . what i do is this : put the ship (about 4km away) and set its curse at 270 and make itso that when it pass in front of our nose (we are stationary and our course is set at o degrees) to be at a distance about 1km then i run the mission with auto targeting enabled and start write down the given distances from the sh4 (these are the real distances) at 60,55,50.....,5,0 bearing. then run the mission again but with the manual targeting enabled and start taking ranges via stadimeter at 60,55,50......,5,0 bearing(these are the fake distances) then use this formula for each bearing : realmast=(fake mast x real range)/fake range where fakemast=the mast value that the game is currently using then you have the 'realmasts' for each bearing and you calculate the middle one of these Quote:
yes, this method is absolutely correct...i checked it to some ships and works fine !
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#2 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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No. The "0" on the y axis is the "start" position, If it was the keel it would have a "negative" value. In the case of the Bismarck it is -1.03 As far as your "moving" ship test, your basically using an old surveyor's trick of moving the "level rod" back and forth as he looks through the "level", When the level rod reaches its lowest point that will be the "height" above the ground. However the procedures I have outline are accurate for determining "mast height" |
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#3 | ||
Hellas
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when the draught=0 at .sims then all you have to do is to measure the mast height with a node attached to hull and no need to measure the keel (i couldn't get it becuase i was using a node attached to the mast). for the other ships ....just a thought for you Lurker .when we see at a ship ,for example, draught=9 does the sh4's engine is putting the hull of ship 9m into water or the box of ship ? Quote:
if the mast values you are getting via s3d are acurrate then everything is ok (and for sure you are saving a lot of time),it was about time to be made some fixes to ship's dimensions for sh4 the irony is that all these good things for sh4 (and was exactly some of the things that kept me away from sh4-ubm) are happening one day before sh5 ubi must understant one day that the priority is the gameplay and not only the graphics anyway, i would for sure use this mod (i have allready said that this is the best mod ever made for sh4) when and if ever play the sh4
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#4 |
The Old Man
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God I'm so excited right now, I just have to share this. I've just finished moving the last item and I only have 3 more tga's to remake
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#5 |
The Old Man
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#6 |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
Uploads: 0
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Looks great... but will the half aob wheel not mess up our solutions
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#7 | |
The Old Man
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![]() ![]() What I wanted to show there was that I had to add a black padding around the aobf which reduced visibility to 30 miliradians wide. It's more of an issue on 4:3 resolution. |
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#8 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#9 |
The Old Man
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#10 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#11 |
The Old Man
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Roger that, I've updated the first post...
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#12 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#13 |
Mate
![]() Join Date: Nov 2009
Location: cambridgeshire
Posts: 58
Downloads: 131
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wow ! this look's wicked ! ...any of it insight of completion yet? first time ive seen this, look's great..
lets hope it will be a jgsme applied mod.. keep up the great work ![]() ![]()
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"all you need is good men" - GWX3.0 |
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#14 |
The Old Man
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Ego, did you overlap 2 screenshots? Or is that how it looks in the game? Because it shouldn't. I think you just applied the 1.2 patch directly over the KiUB Alpha 3.0 in OMEGU v300. Let me explain again:
1. Get OM v705 and DON'T PLACE place it over TMO or RFB: http://www.subsim.com/radioroom/down...o=file&id=1097 2. Apply the OM V705-V720 patch: http://www.subsim.com/radioroom/down...o=file&id=1403 3. Get OMEGU v300, this contains the Alpha 3.0 version of KiUB: http://www.subsim.com/radioroom/down...o=file&id=1336 4. Apply the OMEGU Patch1 which upgrades the KiUB to Final 1.1.: http://www.subsim.com/radioroom/down...o=file&id=1449 5. Apply my patch to bring it up to latest (and probably last) KiUB v1.2: http://www.filefront.com/15093763/KiUB-1.2-Patch.zip/ Note... if you want to use OM plot v400 instead of OMEGU: 1. same as before 2. same as before 3 & 4. Get the OM plot v401 here that contains KiUB v1.1: http://www.subsim.com/radioroom/down...o=file&id=1154 5. same as before That applies to you too Oberltnt. And of course it's JSGME ready. The mod is ready and final unless anyone spots more bugs. ![]() Lurker, nice job mate, can't wait to see them, please integrate the 1.2 patch and maybe even the changes I talked about in post #247. I'll then delete the patch from filefront to avoid any other misunderstandings. ![]() |
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#15 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Will do. I think OMEGU v300 Patch 2 will be up sometime on Friday |
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